varregion: remove unused Scene.HaveNeighbor routine. Its computation
was wrong for large regions anyway.varregion
parent
5c9fa15f30
commit
b40b57776b
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@ -1175,48 +1175,6 @@ namespace OpenSim.Region.Framework.Scenes
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return found;
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}
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/// <summary>
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/// Checks whether this region has a neighbour in the given direction.
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/// </summary>
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/// <param name="car"></param>
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/// <param name="fix"></param>
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/// <returns>
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/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
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/// Returns a positive integer if there is a region in that direction, a negative integer if not.
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/// </returns>
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public int HaveNeighbor(Cardinals car, ref int[] fix)
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{
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uint neighbourx = RegionInfo.RegionLocX;
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uint neighboury = RegionInfo.RegionLocY;
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int dir = (int)car;
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if (dir > 1 && dir < 5) //Heading East
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neighbourx++;
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else if (dir > 5) // Heading West
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neighbourx--;
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if (dir < 3 || dir == 8) // Heading North
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neighboury++;
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else if (dir > 3 && dir < 7) // Heading Sout
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neighboury--;
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// int x = (int)(neighbourx * Constants.RegionSize);
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// int y = (int)(neighboury * Constants.RegionSize);
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uint x = Util.RegionToWorldLoc(neighbourx);
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uint y = Util.RegionToWorldLoc(neighboury);
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GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, (int)x, (int)y);
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if (neighbourRegion == null)
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{
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fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
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fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
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return dir * (-1);
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}
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else
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return dir;
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}
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// Alias IncomingHelloNeighbour OtherRegionUp, for now
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public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
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{
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@ -3917,6 +3875,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E);
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acd.startpos.X = crossedBorder.BorderLine.Z - 1;
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m_log.DebugFormat("{0} NewUserConnection Adjusted border E. startpos={1}", LogHeader, acd.startpos);
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}
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if (TestBorderCross(acd.startpos, Cardinals.N))
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